This class allows you to modify and use hooks for all items, including vanilla items. Create an instance of an overriding class then call Mod.AddGlobalItem to use this.
More...
|
virtual void | AddRecipes () |
| This is essentially the same as Mod.AddRecipes or ModItem.AddRecipes. Use whichever method makes organizational sense for your mod.
|
|
virtual bool | AllowPrefix (Item item, int pre) |
| Force a re-roll of a prefix by returning false.
|
|
virtual bool | AltFunctionUse (Item item, Player player) |
| Allows you to make an item usable by right-clicking. Returns false by default. When the item is used by right-clicking, player.altFunctionUse will be set to 2.
|
|
virtual void | AnglerChat (int type, ref string chat, ref string catchLocation) |
| Allows you to set what the Angler says when the Quest button is clicked in his chat. The chat parameter is his dialogue, and catchLocation should be set to "Caught at [location]" for the given type. More...
|
|
virtual void | ArmorArmGlowMask (int slot, Player drawPlayer, float shadow, ref int glowMask, ref Color color) |
| Allows you to modify which glow mask and in what color is drawn on the player's arms. Note that this is only called for body armor. More...
|
|
virtual void | ArmorSetShadows (Player player, string set) |
| Allows you to determine special visual effects a vanity has on the player without having to code them yourself. More...
|
|
virtual bool | CanAccessoryBeEquippedWith (Item equippedItem, Item incomingItem, Player player) |
| Allows you to prevent similar accessories from being equipped multiple times. For example, vanilla Wings. Return false to have the currently equipped item swapped with the incoming item - ie both can't be equipped at same time.
|
|
virtual ? bool | CanAutoReuseItem (Item item, Player player) |
| Allows you to modify the autoswing (auto-reuse) behavior of any item without having to mess with Item.autoReuse.
Useful to create effects like the Feral Claws which makes melee weapons and whips auto-reusable.
Return true to enable autoswing (if not already enabled through autoReuse), return false to prevent autoswing. Returns null by default, which applies vanilla behavior. More...
|
|
virtual ? bool | CanBeChosenAsAmmo (Item ammo, Item weapon, Player player) |
| Whether or not the given ammo item is valid for the given weapon; called on the ammo. If this, or CanChooseAmmo on the weapon, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
|
|
virtual bool | CanBeConsumedAsAmmo (Item ammo, Item weapon, Player player) |
| Whether or not the given ammo item will be consumed; called on the ammo.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
|
|
virtual ? bool | CanBurnInLava (Item item) |
| Returns whether or not this item will burn in lava regardless of any conditions. Returns null by default (follow vanilla behaviour).
|
|
virtual ? bool | CanCatchNPC (Item item, NPC target, Player player) |
| Allows you to determine whether the given item can catch the given NPC.
Return true or false to say the given NPC can or cannot be caught, respectively, regardless of vanilla rules.
Returns null by default, which allows vanilla's NPC catching rules to decide the target's fate.
If this returns false, CombinedHooks.OnCatchNPC is never called.
NOTE: this does not classify the given item as an NPC-catching tool, which is necessary for catching NPCs in the first place.
To do that, you will need to use the "CatchingTool" set in ItemID.Sets. More...
|
|
virtual ? bool | CanChooseAmmo (Item weapon, Item ammo, Player player) |
| Whether or not the given ammo item is valid for the given weapon; called on the weapon. If this, or CanBeChosenAsAmmo on the ammo, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
|
|
virtual bool | CanConsumeAmmo (Item weapon, Item ammo, Player player) |
| Whether or not the given ammo item will be consumed; called on the weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
|
|
virtual ? bool | CanConsumeBait (Player player, Item bait) |
| Allows you to choose if a given bait will be consumed by a given player Not consuming will always take priority over forced consumption More...
|
|
virtual bool | CanEquipAccessory (Item item, Player player, int slot, bool modded) |
| Allows you to disallow the player from equipping an accessory. Return false to disallow equipping the accessory. Returns true by default. More...
|
|
virtual ? bool | CanHitNPC (Item item, Player player, NPC target) |
| Allows you to determine whether a melee weapon can hit the given NPC when swung. Return true to allow hitting the target, return false to block the weapon from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.
|
|
virtual bool | CanHitPvp (Item item, Player player, Player target) |
| Allows you to determine whether a melee weapon can hit the given opponent player when swung. Return false to block the weapon from hitting the target. Returns true by default.
|
|
virtual bool | CanPickup (Item item, Player player) |
| Allows you to determine whether or not the item can be picked up
|
|
virtual bool | CanResearch (Item item) |
| Allows you to prevent an item from being researched by returning false. True is the default behaviour. More...
|
|
virtual bool | CanRightClick (Item item) |
| Returns whether or not an item does something when right-clicked in the inventory. Returns false by default.
|
|
virtual bool | CanShoot (Item item, Player player) |
| Allows you to prevent an item from shooting a projectile on use. Returns true by default. More...
|
|
virtual bool | CanStack (Item increase, Item decrease) |
| Allows you to prevent items from stacking.
This is only called when two items of the same type attempt to stack.
This is usually not called for coins and ammo in the inventory/UI.
This covers all scenarios, if you just need to change in-world stacking behavior, use CanStackInWorld. More...
|
|
virtual bool | CanStackInWorld (Item increase, Item decrease) |
| Allows you to prevent items from stacking in the world.
This is only called when two items of the same type attempt to stack. More...
|
|
virtual bool | CanUseItem (Item item, Player player) |
| Returns whether or not any item can be used. Returns true by default. The inability to use a specific item overrides this, so use this to stop an item from being used.
|
|
virtual void | CaughtFishStack (int type, ref int stack) |
| Allows you to modify how many of an item a player obtains when the player fishes that item.
|
|
virtual int | ChoosePrefix (Item item, UnifiedRandom rand) |
| Allows you to manually choose what prefix an item will get. More...
|
|
virtual bool | ConsumeItem (Item item, Player player) |
| If the item is consumable and this returns true, then the item will be consumed upon usage. Returns true by default. If false is returned, the OnConsumeItem hook is never called.
|
|
virtual void | DrawArmorColor (EquipType type, int slot, Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor) |
| Allows you to modify the colors in which the player's armor and their surrounding accessories are drawn, in addition to which glow mask and in what color is drawn. More...
|
|
virtual void | ExtractinatorUse (int extractType, ref int resultType, ref int resultStack) |
| Allows you to modify what item, and in what quantity, is obtained when an item of the given type is fed into the Extractinator. An extractType of 0 represents the default extraction (Silt and Slush). By default the parameters will be set to the output of feeding Silt/Slush into the Extractinator. More...
|
|
virtual ? Color | GetAlpha (Item item, Color lightColor) |
| Allows you to determine the color and transparency in which an item is drawn. Return null to use the default color (normally light color). Returns null by default.
|
|
virtual void | GetHealLife (Item item, Player player, bool quickHeal, ref int healValue) |
| Allows you to temporarily modify the amount of life a life healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a healLife value. More...
|
|
virtual void | GetHealMana (Item item, Player player, bool quickHeal, ref int healValue) |
| Allows you to temporarily modify the amount of mana a mana healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a healMana value. More...
|
|
virtual void | GrabRange (Item item, Player player, ref int grabRange) |
| Allows you to modify how close an item must be to the player in order to move towards the player.
|
|
virtual bool | GrabStyle (Item item, Player player) |
| Allows you to modify the way an item moves towards the player. Return false to allow the vanilla grab style to take place. Returns false by default.
|
|
virtual void | HoldItem (Item item, Player player) |
| Allows you to make things happen when the player is holding an item (for example, torches make light and water candles increase spawn rate).
|
|
virtual void | HoldItemFrame (Item item, Player player) |
| Allows you to modify the player's animation when the player is holding an item.
|
|
virtual ? Vector2 | HoldoutOffset (int type) |
| Allows you to determine the offset of an item's sprite when used by the player. This is only used for items with a useStyle of 5 that aren't staves. Return null to use the item's default holdout offset; returns null by default. More...
|
|
virtual ? Vector2 | HoldoutOrigin (int type) |
| Allows you to determine the point on an item's sprite that the player holds onto when using the item. The origin is from the bottom left corner of the sprite. This is only used for staves with a useStyle of 5. Return null to use the item's default holdout origin; returns null by default. More...
|
|
virtual void | HoldStyle (Item item, Player player, Rectangle heldItemFrame) |
| Allows you to modify the location and rotation of the item the player is currently holding. More...
|
|
virtual void | HorizontalWingSpeeds (Item item, Player player, ref float speed, ref float acceleration) |
| Allows you to modify the horizontal flight speed and acceleration of wings.
|
|
GlobalItem | Instance (Item item) |
|
virtual bool | IsAnglerQuestAvailable (int type) |
| Whether or not specific conditions have been satisfied for the Angler to be able to request the given item. (For example, Hardmode.) Returns true by default. More...
|
|
virtual string | IsArmorSet (Item head, Item body, Item legs) |
| Allows you to determine whether the player is wearing an armor set, and return a name for this set. If there is no armor set, return the empty string. Returns the empty string by default. More...
|
|
virtual string | IsVanitySet (int head, int body, int legs) |
| Returns whether or not the head armor, body armor, and leg armor textures make up a set. This hook is used for the PreUpdateVanitySet, UpdateVanitySet, and ArmorSetShadows hooks, and will use items in the social slots if they exist. By default this will return the same value as the IsArmorSet hook, so you will not have to use this hook unless you want vanity effects to be entirely separate from armor sets. More...
|
|
virtual bool | ItemSpace (Item item, Player player) |
| Return true to specify that the item can be picked up despite not having enough room in inventory. Useful for something like hearts or experience items. Use in conjunction with OnPickup to actually consume the item and handle it.
|
|
virtual void | LoadData (Item item, TagCompound tag) |
| Allows you to load custom data that you have saved for this item.
Try to write defensive loading code that won't crash if something's missing. More...
|
|
virtual void | MeleeEffects (Item item, Player player, Rectangle hitbox) |
| Allows you to give melee weapons special effects, such as creating light or dust.
|
|
virtual void | ModifyHitNPC (Item item, Player player, NPC target, ref int damage, ref float knockBack, ref bool crit) |
| Allows you to modify the damage, knockback, etc., that a melee weapon does to an NPC.
|
|
virtual void | ModifyHitPvp (Item item, Player player, Player target, ref int damage, ref bool crit) |
| Allows you to modify the damage, etc., that a melee weapon does to a player.
|
|
virtual void | ModifyItemLoot (Item item, ItemLoot itemLoot) |
| Allows you to add and modify the loot items that spawn from bag items when opened. The Basic NPC Drops and Loot 1.4 Guideexplains how to use the ModNPC.ModifyNPCLoot(NPCLoot) hook to modify NPC loot as well as this hook. A common usage is to use this hook and ModNPC.ModifyNPCLoot(NPCLoot) to edit non-expert exlclusive drops for bosses.
This hook only runs once per item type during mod loading, any dynamic behavior must be contained in the rules themselves. More...
|
|
virtual void | ModifyItemScale (Item item, Player player, ref float scale) |
| Allows you to dynamically modify the given item's size for the given player, similarly to the effect of the Titan Glove. More...
|
|
virtual void | ModifyManaCost (Item item, Player player, ref float reduce, ref float mult) |
| Allows you to temporarily modify the amount of mana an item will consume on use, based on player buffs, accessories, etc. This is only called for items with a mana value. More...
|
|
virtual void | ModifyResearchSorting (Item item, ref ContentSamples.CreativeHelper.ItemGroup itemGroup) |
| Allows you to set an item's sorting group in Journey Mode's duplication menu. This is useful for setting custom item types that group well together, or whenever the default vanilla sorting doesn't sort the way you want it. More...
|
|
virtual void | ModifyShootStats (Item item, Player player, ref Vector2 position, ref Vector2 velocity, ref int type, ref int damage, ref float knockback) |
| Allows you to modify the position, velocity, type, damage and/or knockback of a projectile being shot by an item.
These parameters will be provided to Shoot(Item, Player, EntitySource_ItemUse_WithAmmo, Vector2, Vector2, int, int, float) where the projectile will actually be spawned. More...
|
|
virtual void | ModifyTooltips (Item item, List< TooltipLine > tooltips) |
| Allows you to modify all the tooltips that display for the given item. See here for information about TooltipLine.
|
|
virtual void | ModifyWeaponCrit (Item item, Player player, ref float crit) |
| Allows you to dynamically modify a weapon's crit chance based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer. More...
|
|
virtual void | ModifyWeaponDamage (Item item, Player player, ref StatModifier damage) |
| Allows you to dynamically modify a weapon's damage based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer. More...
|
|
virtual void | ModifyWeaponKnockback (Item item, Player player, ref StatModifier knockback) |
| Allows you to dynamically modify a weapon's knockback based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer. More...
|
|
virtual bool | NeedsAmmo (Item item, Player player) |
| Whether or not having no ammo prevents an item that uses ammo from shooting. Return false to allow shooting with no ammo in the inventory, in which case the item will act as if the default ammo for it is being used. Returns true by default.
|
|
virtual void | NetReceive (Item item, BinaryReader reader) |
|
virtual void | NetSend (Item item, BinaryWriter writer) |
|
virtual void | OnCatchNPC (Item item, NPC npc, Player player, bool failed) |
| Allows you to make things happen when the given item attempts to catch the given NPC. More...
|
|
virtual void | OnConsumeAmmo (Item weapon, Item ammo, Player player) |
| Allows you to make things happen when the given ammo is consumed by the given weapon. Called by the weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
|
|
virtual void | OnConsumedAsAmmo (Item ammo, Item weapon, Player player) |
| Allows you to make things happen when the given ammo is consumed by the given weapon. Called by the ammo.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
|
|
virtual void | OnConsumeItem (Item item, Player player) |
| Allows you to make things happen when this item is consumed. Called before the item stack is reduced.
|
|
virtual void | OnConsumeMana (Item item, Player player, int manaConsumed) |
| Allows you to make stuff happen when a player consumes mana on use of an item. More...
|
|
virtual void | OnCreate (Item item, ItemCreationContext context) |
|
virtual void | OnHitNPC (Item item, Player player, NPC target, int damage, float knockBack, bool crit) |
| Allows you to create special effects when a melee weapon hits an NPC (for example how the Pumpkin Sword creates pumpkin heads).
|
|
virtual void | OnHitPvp (Item item, Player player, Player target, int damage, bool crit) |
| Allows you to create special effects when a melee weapon hits a player.
|
|
virtual void | OnMissingMana (Item item, Player player, int neededMana) |
| Allows you to make stuff happen when a player doesn't have enough mana for an item they are trying to use. If the player has high enough mana after this hook runs, mana consumption will happen normally. Only runs once per item use. More...
|
|
virtual bool | OnPickup (Item item, Player player) |
| Allows you to make special things happen when the player picks up an item. Return false to stop the item from being added to the player's inventory; returns true by default.
|
|
virtual void | OnResearched (Item item, bool fullyResearched) |
| Allows you to create custom behaviour when an item is accepted by the Research function More...
|
|
virtual void | OnSpawn (Item item, IEntitySource source) |
| Gets called when any item spawns in world
|
|
virtual void | OnStack (Item increase, Item decrease, int numberToBeTransfered) |
| Allows you to make things happen when items stack together. More...
|
|
virtual void | OpenVanillaBag (string context, Player player, int arg) |
|
virtual void | PickAmmo (Item weapon, Item ammo, Player player, ref int type, ref float speed, ref StatModifier damage, ref float knockback) |
| Allows you to modify various properties of the projectile created by a weapon based on the ammo it is using. More...
|
|
virtual void | PostDrawInInventory (Item item, SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale) |
| Allows you to draw things in front of an item in the inventory. This method is called even if PreDrawInInventory returns false.
|
|
virtual void | PostDrawInWorld (Item item, SpriteBatch spriteBatch, Color lightColor, Color alphaColor, float rotation, float scale, int whoAmI) |
| Allows you to draw things in front of an item. This method is called even if PreDrawInWorld returns false.
|
|
virtual void | PostDrawTooltip (Item item, ReadOnlyCollection< DrawableTooltipLine > lines) |
| Allows you to do things after this item's tooltip is drawn. The lines contain draw information as this is ran after drawing the tooltip. More...
|
|
virtual void | PostDrawTooltipLine (Item item, DrawableTooltipLine line) |
| Allows you to do things after a tooltip line of this item is drawn. The line contains draw info. More...
|
|
virtual void | PostReforge (Item item) |
| This hook gets called immediately after an item gets reforged by the Goblin Tinkerer. Useful for modifying modded data based on the reforge result.
|
|
virtual void | PostUpdate (Item item) |
| Allows you to make things happen when an item is lying in the world. This will always be called, even when the item is being grabbed by a player. This hook should be used for adding light, or for increasing the age of less valuable items.
|
|
virtual bool | PreDrawInInventory (Item item, SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale) |
| Allows you to draw things behind an item in the inventory. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Returns true by default.
|
|
virtual bool | PreDrawInWorld (Item item, SpriteBatch spriteBatch, Color lightColor, Color alphaColor, ref float rotation, ref float scale, int whoAmI) |
| Allows you to draw things behind an item, or to modify the way an item is drawn in the world. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Returns true by default.
|
|
virtual bool | PreDrawTooltip (Item item, ReadOnlyCollection< TooltipLine > lines, ref int x, ref int y) |
| Allows you to do things before this item's tooltip is drawn. More...
|
|
virtual bool | PreDrawTooltipLine (Item item, DrawableTooltipLine line, ref int yOffset) |
| Allows you to do things before a tooltip line of this item is drawn. The line contains draw info. More...
|
|
virtual ? bool | PrefixChance (Item item, int pre, UnifiedRandom rand) |
| To prevent putting the item in the tinkerer slot, return false when pre is -3. To prevent rolling of a prefix on spawn, return false when pre is -1. To force rolling of a prefix on spawn, return true when pre is -1. More...
|
|
virtual bool | PreOpenVanillaBag (string context, Player player, int arg) |
|
virtual bool | PreReforge (Item item) |
| This hook gets called when the player clicks on the reforge button and can afford the reforge. Returns whether the reforge will take place. If false is returned, the PostReforge hook is never called. Reforging preserves modded data on the item.
|
|
virtual void | PreUpdateVanitySet (Player player, string set) |
| Allows you to create special effects (such as the necro armor's hurt noise) when the player wears the vanity set with the given name returned by IsVanitySet. This hook is called regardless of whether the player is frozen in any way. More...
|
|
virtual bool | ReforgePrice (Item item, ref int reforgePrice, ref bool canApplyDiscount) |
| Returns if the normal reforge pricing is applied. If true or false is returned and the price is altered, the price will equal the altered price. The passed reforge price equals the item.value. Vanilla pricing will apply 20% discount if applicable and then price the reforge at a third of that value.
|
|
virtual void | RightClick (Item item, Player player) |
| Allows you to make things happen when an item is right-clicked in the inventory. Useful for goodie bags.
|
|
virtual void | SaveData (Item item, TagCompound tag) |
| Allows you to save custom data for this item.
NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values. More...
|
|
virtual void | SetDefaults (Item item) |
| Allows you to set the properties of any and every item that gets created.
|
|
virtual void | SetMatch (int armorSlot, int type, bool male, ref int equipSlot, ref bool robes) |
| Allows you to modify the equipment that the player appears to be wearing. More...
|
|
sealed override void | SetupContent () |
| If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
|
|
virtual bool | Shoot (Item item, Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback) |
| Allows you to modify an item's shooting mechanism. Return false to prevent vanilla's shooting code from running. Returns true by default.
This method is called after the ModifyShootStats hook has had a chance to adjust the spawn parameters. More...
|
|
virtual void | SplitStack (Item increase, Item decrease, int numberToBeTransfered) |
| Allows you to make things happen when an item stack is split. Usually transfers 1 and only occurs with the first transfer. Split stack is called before the stack values are modified. More...
|
|
virtual void | Update (Item item, ref float gravity, ref float maxFallSpeed) |
| Allows you to customize an item's movement when lying in the world. Note that this will not be called if the item is currently being grabbed by a player.
|
|
virtual void | UpdateAccessory (Item item, Player player, bool hideVisual) |
| Allows you to give effects to accessories. The hideVisual parameter is whether the player has marked the accessory slot to be hidden from being drawn on the player.
|
|
virtual void | UpdateArmorSet (Player player, string set) |
| Allows you to give set bonuses to your armor set with the given name. The set name will be the same as returned by IsArmorSet. More...
|
|
virtual void | UpdateEquip (Item item, Player player) |
| Allows you to give effects to armors and accessories, such as increased damage.
|
|
virtual void | UpdateInventory (Item item, Player player) |
| Allows you to make things happen when an item is in the player's inventory (for example, how the cell phone makes information display).
|
|
virtual void | UpdateVanity (Item item, Player player) |
| Allows you to give effects to this accessory when equipped in a vanity slot. Vanilla uses this for boot effects, wings and merman/werewolf visual flags
|
|
virtual void | UpdateVanitySet (Player player, string set) |
| Allows you to create special effects (such as dust) when the player wears the vanity set with the given name returned by IsVanitySet. This hook will only be called if the player is not frozen in any way. More...
|
|
virtual void | UseAnimation (Item item, Player player) |
| Allows you to make things happen when an item's use animation starts.
|
|
virtual float | UseAnimationMultiplier (Item item, Player player) |
| Allows you to change the effective useAnimation of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use. More...
|
|
virtual ? bool | UseItem (Item item, Player player) |
| Allows you to make things happen when an item is used. The return value controls whether or not ApplyItemTime will be called for the player.
Return true if the item actually did something, to force itemTime.
Return false to keep itemTime at 0.
Return null for vanilla behavior.
|
|
virtual void | UseItemFrame (Item item, Player player) |
| Allows you to modify the player's animation when an item is being used.
|
|
virtual void | UseItemHitbox (Item item, Player player, ref Rectangle hitbox, ref bool noHitbox) |
| Changes the hitbox of a melee weapon when it is used.
|
|
virtual float | UseSpeedMultiplier (Item item, Player player) |
| Allows you to safely change both useTime and useAnimation while keeping the values relative to each other.
Useful for status effects. More...
|
|
virtual void | UseStyle (Item item, Player player, Rectangle heldItemFrame) |
| Allows you to modify the location and rotation of any item in its use animation. More...
|
|
virtual float | UseTimeMultiplier (Item item, Player player) |
| Allows you to change the effective useTime of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use. More...
|
|
virtual void | VerticalWingSpeeds (Item item, Player player, ref float ascentWhenFalling, ref float ascentWhenRising, ref float maxCanAscendMultiplier, ref float maxAscentMultiplier, ref float constantAscend) |
| Allows you to modify the speeds at which you rise and fall when wings are equipped.
|
|
virtual bool | WingUpdate (int wings, Player player, bool inUse) |
| Allows for Wings to do various things while in use. "inUse" is whether or not the jump button is currently pressed. Called when wings visually appear on the player. Use to animate wings, create dusts, invoke sounds, and create lights. False will keep everything the same. True, you need to handle all animations in your own code. More...
|
|
virtual bool | AppliesToEntity (TEntity entity, bool lateInstantiation) |
| Use this to control whether or not this global should be associated with the provided entity instance. More...
|
|
virtual TGlobal | Clone (TEntity from, TEntity to) |
| Create a copy of this instanced global. Called when an entity is cloned. More...
|
|
virtual TGlobal | NewInstance (TEntity target) |
| Only called if GlobalType.InstancePerEntity and AppliesToEntity(target , ...) are both true More...
|
|
virtual TModType | Clone (TEntity newEntity) |
| Create a copy of this instanced global. Called when an entity is cloned. More...
|
|
virtual bool | IsLoadingEnabled (Mod mod) |
| Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
|
|
virtual void | Load () |
| Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
|
|
virtual TModType | NewInstance (TEntity entity) |
| Create a new instance of this ModType for a specific entity More...
|
|
virtual void | SetStaticDefaults () |
| Allows you to modify the properties after initial loading has completed. More...
|
|
virtual void | SetupContent () |
| If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
|
|
virtual void | Unload () |
| Allows you to safely unload things you added in Load. More...
|
|
virtual bool | IsLoadingEnabled (Mod mod) |
| Whether or not this type should be loaded when it's told to. Returning false disables Mod.AddContent from actually loading this type. More...
|
|
abstract void | Load (Mod mod) |
| Called when loading the type. More...
|
|
abstract void | Unload () |
| Called during unloading when needed. More...
|
|
virtual TModType | Clone (TEntity newEntity) |
| Create a copy of this instanced global. Called when an entity is cloned. More...
|
|
virtual bool | IsLoadingEnabled (Mod mod) |
| Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
|
|
virtual void | Load () |
| Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
|
|
virtual TModType | NewInstance (TEntity entity) |
| Create a new instance of this ModType for a specific entity More...
|
|
virtual void | SetStaticDefaults () |
| Allows you to modify the properties after initial loading has completed. More...
|
|
virtual void | SetupContent () |
| If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
|
|
virtual void | Unload () |
| Allows you to safely unload things you added in Load. More...
|
|